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 Post subject: TCP/IP Game Tonight???
PostPosted: Fri Mar 14, 2003 12:39 pm 
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Joined: Wed Aug 08, 2001 12:39 am
Posts: 791
Location: USA
I have some free time tonight (say after 5:30pm pacific/8:30pm Eastern/1:30 am GMT) for a quick TCP/IP game.

An under used aspect of these games. If you have not gone this way, I can walk you through it.

Post here or email [url="mlcox@napanet.net"]me at home[/url]


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PostPosted: Sat Mar 15, 2003 6:38 am 
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Joined: Tue May 22, 2001 6:38 pm
Posts: 1414
Location: Broken Arrow, OK, USA
Mike,

Did you get to play? I hope so. [:)]

If so, let us know how it went.


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PostPosted: Sun Mar 16, 2003 2:32 pm 
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Joined: Wed Aug 08, 2001 12:39 am
Posts: 791
Location: USA
Yes I did get to hook up with Gordon Boggon of the RNAC.

We played to scenarios to a draw. The first was On-Line_b a 12 turn ambush between two groups of indians, (the Huron & Mohawk?). A fun non-conventional brawl in the woods.

Since we tore through that (after working out a few connection problems) we were looking for more. Somewhat at random, I selected Quebec_a: Plains of Abraham. (12 turns was the main criteria). We started with a 5 miute timer but had to increase to 7 minutes as 5 minutes was far too tight. In hindsight, another minute or two would have more appropriate.

Gordon as the British advanced cautiously up the middle, preserving the integrety of his regiments. I waited and moved up the indians and militia on the flanks. It was about turn 7 when Gordon launched his attack, which triggered my charging in on the flanks. I snatched a wagon or two and managed wreak havoc on his far right. My own left moved up to support the action there.

I was able to cut off his southernmost regiment and destroy it over the next few turns and we had begun to roll up the line from the south when the short scenario came to an end. Though I had inflicted 2x the casualties, took a gun and a 28 point leader, I ended up 100+ points short of a win. (No objectives in the scenario, and a short time limit means that players need to be aggressive in this one. Gordon and I both agree that switching off line disruption may make sense on this one.)


Cox
NJM


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PostPosted: Sun Mar 16, 2003 2:44 pm 
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Joined: Tue May 22, 2001 6:38 pm
Posts: 1414
Location: Broken Arrow, OK, USA
Good to see it worked out. [:)]

Quebec_a was designed to be short and bloody. hehehe... Taking and holding ground was of no matter historically, so no objective hexes required.

Quebec_b allows more time (two more hours) to achieve the destruction of one's ... uh I mean ... the enemy's force. [;)]

With your suggested 8 or 9 minutes per turn it sounds like Quebec_b could be played out in a couple of three hour sessions. [:)]


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